From 144d923598efdf70d12d19437b2a59dee0015c01 Mon Sep 17 00:00:00 2001 From: j-p-e-g Date: Sat, 11 Jul 2009 23:18:30 +0000 Subject: Detected secret doors are now treated as a distinct new door type, so that stupid monsters will continue to ignore them as long as they've never been opened. Shifts wall and door types of existing save files. Also apply patch by one the "nobodies" to make bloody tiles show up again. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10167 c06c8d41-db1a-0410-9941-cceddc491573 --- crawl-ref/source/menu.cc | 4 ---- 1 file changed, 4 deletions(-) (limited to 'crawl-ref/source/menu.cc') diff --git a/crawl-ref/source/menu.cc b/crawl-ref/source/menu.cc index f918a079a7..bc58a60c23 100644 --- a/crawl-ref/source/menu.cc +++ b/crawl-ref/source/menu.cc @@ -849,10 +849,6 @@ bool PlayerMenuEntry::get_tiles(std::vector& tileset) const const player_save_info &player = *static_cast( data ); dolls_data equip_doll = player.doll; -// int feat = player.floor_tile; -// if (feat > 0 && feat < TILE_MAIN_MAX) -// tileset.push_back(tile_def(feat, TEX_DUNGEON)); - // FIXME: A lot of code duplication from DungeonRegion::pack_doll(). int p_order[TILEP_PART_MAX] = { -- cgit v1.2.3-54-g00ecf